Android Wear design guide for designers

Source: Internet
Author: User

A new form requires a new UI design pattern. At a higher level, Android's wearable device UI is primarily composed of two core aspects of advice and enquiry. Applications play an important role in both of these areas.

  Recommendation: Information Scenarios

The up and down layout is a vertical list in which each piece of the list displays useful or timely information. Just like the Android phone and the Google browser on the tablet, users slide the interface vertically, learn about the card's brief information or see more of what is useful to them. On the screen, only one card is displayed at a time, and the background image can often provide additional visual information. The application can create a card, and if the card is the most commonly used one, it can be inserted into the context stream.

Cards in the top and bottom layouts are not simple notifications, and users can display more pages by sliding horizontally. Future horizontal slides may display clickable buttons that users can click to reject or receive notifications. If you slide the card from left to right, the card disappears. You can remove the card from the context stream first, and then add the card to the context stream the next time you have useful information. In the simulator, the mouse at the top of the screen slippery, the top of the blue bar will shine, when you click, the interface will return to the home page.

 Inquiry: Cue Card

A card in the context stream does not know what the user wants in advance, and the Cue card allows the user to talk to the device. Users can open the Cue card by saying "OK, Google", or clicking on the "G" icon on the main screen, or sliding up to display a list of available cue cards, which are clickable.

This series of operational actions includes Android voice operations, and the upcoming SDK for Android wearable devices allows developers to match this operation, and users can use voice commands to operate. Many applications can load voice, and users can choose which apps they prefer.

 Design principles

Android wearable devices provide the right information at the right time to connect the user's real life to the virtual world.

There are some excellent user experience design guidelines on the Android wearable device design platform. In essence, designing an Android wearable device is different from designing a mobile phone or designing a tablet. We start by describing how the content fits into the entire Android wearable device.

To better understand the user experience of an Android wearable device, you can read the Android UI overview.

  The Android wearable device experience includes:

Based on situational intelligence changes. These devices have reached a new level of computing. Android wearable devices can notice changes in the situation and provide helpful information at the right time, no longer requiring users to pay attention or input. It is timely, appropriate and clear.

It's short. Even if wearable equipment is outside our line of sight, they are working all day. Efficient applications provide the greatest information with fewer errors and provide small snippets of information about optimization. It is short, fast and direct.

0/Weak interaction. With small elements to keep the edge, Android wearable devices focus on simple interactions and request user input only when absolutely necessary. Most of the input is based on touch and sound, and avoids the need for high-precision skills when entering. These operations are all using gestures and are simple and fast.

Helpful. Android wearable device like a great personal assistant: It understands you and knows your preferences, it only bothers you when absolutely necessary, and it always offers ready-made answers. It is effective, polite and responsive.

In the user's concern, to provide users with the world's intelligent contact. Android wearable devices are both personal and global, both simple and intelligent, and, while not noticeable, are ready for service. Paying attention to these principles at design time will make the entire Android wearable experience a pro.

 UI Mode for notifications

The Android notices are rolled up in the context stream in a card format, forming the core of the Android wearable device experience. Many of the Android design guidelines on notifications are also available for Android wearable devices. Respect the user and reduce unnecessary interruptions.

Omit unnecessary text in the notification. For a simple glimpse, not a design for reading. Use words or phrases in design, not sentences. When possible, direct display of simple icons, symbols, or visual graphics to convey your message.

In some examples, especially for information applications, cards contain dynamic content that may not fit on a screen. In these examples, the content is automatically scaled to fit the card size, and when the user clicks it, it zooms in and the whole message is visible.

The priority of a notification should reflect the urgency of the notification, and a time-sensitive notification should have a high priority. Proactive notification--causing device vibration--should be used in situations that cause user emergency attention or behavior (for example, time reminders, information sent by friends). Non-urgent notifications (such as: Transition time cards, daily pedometer counts, social network updates) should be added silently to the card stream.

  Operation

It is the user's right to be able to operate on the notification, and the application should allow the user to operate on the notification. Allow up to three operations, the most common operations should be placed first, so this individual operation is far from the content.

The action consists of an icon and a caption. The icon should be in PNG format with a white transparent background and a size of 32X32DP (8DP inner margin). Designed by the graphical design guide for the Action Bar icon, the title should be a verb and be short and automatically shortened in one line.

Operations should be optional, and many useful notifications do not need to include all of the actions.

 Image

The image appears in the card stream, providing context and a look at the content. The image should provide the core information of the notification, for example, the sports team's card needs to include the team's color and logo; The information about the contact should include a personal avatar photograph.

Remember, the card may cover the lower part of the image. When sliding horizontally, the picture should appear on the phone at the appropriate size (64X64DP). Landscape-like photographs can play a better role in a notification that includes a page or operation.

  Application icon

The application's startup icon is automatically displayed on the card to make it easier for the user to identify the notification. Do not use notification headers or background images to identify an application or to mark an application. Instead, let the icons play a role of recognition, conveying clear, concise information in cards and images. You can use the Sethinthideicon () function to hide these icons.

  Page

The page is an extra card that appears on the right side of the mainstream card. If the core information is not a small fragment but a large amount of information is placed in the primary notification, the user does not know what the content is at a glance, and the page should be used to provide additional content.

The page appears immediately to the right of the notification. They usually provide additional details or other points of view on the contents of the card. For example:

The current weather card may provide an extra page to show predictions for the next three days.

The next train hour card may provide an extra page to show the train's subsequent departure time.

A daily step card may provide an extra page to show the measurement of heat and distance.

Users can add any number of pages. However, the action in the notification should not exceed three pages to ensure that the operation is easy to access.

Pages are optional, and many useful notifications do not need to include pages.

 Notification Library

The notification library sets a large number of notifications that are integrated into a stack of cards by notifications in the same application. A page usually provides additional details in a separate notification, and the notification library is a collection of related notifications. When the user enters a separate card to view the content, the notification library zooms in.

A notification library is a way to add a lot of useful notice without burdening the user with a card stream. If your application will have notifications to push at the same time, consider merging them in the notification repository.

Each notification in the notification library can contain different pages and separate actions related to their specific notifications. Users can access these actions by amplifying the notification card in the notification library.

Voice reply

Voice replies are used primarily in information applications, providing a way to use spoken language without having to send short messages in handwritten form. In all cases, the user can use up to 5 default replies, or "preset replies". Preset responses are clickable and can be quickly and easily answered in some cases where they are not able to speak.

There should be a series of simple, neutral responses in the selection. Long voice replies may be truncated automatically in voice response.

        Note : more Wonderful tutorials please focus on the Triple Web Design tutorial columns,

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